mauvebutterfly
Level: Smitemaster

Rank Points: 814
Registered: 05-03-2015
IP: Logged
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Re: Discussions for non RPG based hold ideas (+3)
Something to consider is that DROD and DROD RPG are both turn-based puzzle games. While you can use the engines to implement other game styles, they will immediately start with a debuff since the engine wasn't built for them. To give an example from another engine: RPG Maker can be used to make a variety of game types, but anything that isn't a turn-based JRPG is going to be a huge pain to implement and without substantial rewriting of the underlying engine the resulting game won't be that good in the end anyway.
DROD examples from The Second Sky: there is a tower defence game implemented here, and it frankly isn't very fun or interesting. I'd rate it as the worst tower defence game experience I've ever had. Admittedly I don't play a lot of TD games and don't care for the genre, but I'd still choose any non-Englos Defence option over what we got in DROD. Likewise, the Lemmings inspired level, while better than Englos Defence, was still one of the weaker levels in TSS overall.
The point is that the further your intended gameplay deviates from what DROD or DROD RPG is designed for, the worse the experience is likely to become for anyone playing your game mode. I'll even call out a well-liked DROD RPG hold in this regard: Fetch the Pie. There's a combat arena later on that utilises a bunch of mobile enemies and it's honestly pretty miserable to play through. The scripted boss encounters, while interesting in theory, are not things that I enjoy while replaying the hold. In fact, the final boss feels so unfair and arbitrary that I'd rate it as my single least liked thing in the entire hold. It's innovative and does something in the DROD RPG engine that the game wasn't intended for, and it's a miserable experience.
Looking at your proposed list of games, the only one I'd have even the slightest interest in playing is the Zelda one, since I think that the fundamentals of Zelda are in line with DROD RPG: exploring dungeons, using accessories to solve puzzles, and taking accessories to future dungeons or to access more of the overworld. This sounds like a solid DROD RPG concept. The rest of those games just don't seem like they'd be any fun to play in the DROD RPG engine. For instance, Mario Kart is a real-time racing game. How are you planning on making that interesting in a deterministic turn-based engine?
If you do plan on implementing all of these, I highly suggest you spend a lot of time thinking about how to translate the mechanics over to DROD RPG in a way that would be fun before you actually start scripting anything.
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106th Skywatcher
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